You are not authorized to perform this action.

Magic Items

Purchased Magic Items

Name Rarity Location Table Result Source
Sending Stones uncommon DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.

Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Bag of Holding uncommon CCC-GLIP-01-02 Beneath Glip Dak Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again.
Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
This item can be found in the Dungeon Master’s Guide.

Shield of Expression common CCC-GLIP-01-02 Beneath Glip Dak Show
Notes:

The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
This item can be found in Xanathar’s Guide to Everything.

Mithral Chain Mail uncommon DDHC00-DoIP Dragon of Icespire Peak Show
Notes:

Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Cloak of Protection uncommon WBW-DC-ROOK-1-3 Show
Notes:

You gain a +1 bonus to AC and saving throws while you wear this cloak.
displays complex magical geometry, and alchemical symbols. It is a deep blue that gets lighter as the fabric nears the neck. It is outlined in black trim.

Staff of Birdcalls common WBW-DC-ROOK-1-4 WBW-DC-ROOK-1-4 Show
Notes:

staff, weapon, common, simple weapon, melee weapon, minor tier
Value/Weight: 4 lb.
Details: 1d6 bludgeoning - versatile (1d8)
This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Bag of Holding uncommon DDHC-CM-04 Shemshime's Bedtime Rhyme DDHC-CM-04 Shemshime's Bedtime Rhyme Show
Notes:

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

Stone of Good Luck uncommon Trade Log Show
Notes:

Wondrous item, uncommon (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Circlet of Blasting uncommon CCC-GHC-BK1-06_Legacy_and_Virtue Show
Notes:

Wondrous item, uncommon, Table F
This circlet looks like a simple piece of silver jewelry. On close inspection though it is decorated with all manner of arcane runes from the schools of evocation and conjuration.
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

Ring of Mind Shielding uncommon FR-DC-TGT-01 Kobolds Are The Worst Guests Show
Notes:

Ring, uncommon (requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Delver. While wearing this ring underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.

Magic Candy uncommon CCC-EU 01-Cinderling Herding Show
Notes:

Magic consumable, uncommon
The magic candy is star shaped and tastes like sugar and aniseeds. There are fifty pieces of candy in the bag. When ingested, roll on the table below to determine what happens to the adventurer who eats it, then cross that effect off the list.

D50
1 Resize - Roll a d10. Your height changes by a number of inches equal to your roll. If the roll is odd, you shrink. If roll is even, you grow
2 Bubbles - You can't speak for the next minute. Whenever you try, bubbles float out of your mouth
3 Natural Armor - Your skin takes on a metallic sheen. You gain a +2 bonus to AC for 24 hours
4 High volume - You now shout whenever you speak for 1 hour
5 Invisible - You are invisible for 1 hour.
6 Illuminate - You shine with a bright light in a 30ft radius for the next 2 hours
7 Polymorph (Toad) - you Polymorph into a giant toad matching your height for 30 minutes.
8 Polymorph (Sheep) - you Polymorph into a sheep 10 minutes.
9 Polymorph (Dragon) - you Polymorph into a dragon wyrmling of the color or metal of your choice for 24 hours
10 Water breathing - You can now breath underwater for 1 hour.
11 NOT invisible - for 1 hour you believe yourself to be invisible. You are not actually invisible
12 Stinky butt - You have uncontrollable flatulence for 1d10 minutes
13 Pigeon speak - You can only speak in cooing noises for 24 hours. Everyone can still understand & converse with you as normal, but they only hear coos
14 Fabulous - 1d100 sparkling motes dance about your head until dawn
15 Like a fish - Your skin turns to fish scales for 4 hours
16 Like a bird - Your grow feathers which fall out after 4 hours
17 Like a bear - You grow thick shaggy fur which falls out after 4 hours
18 True North - All compasses in the vicinity point towards you, as if you were true north for a day
19 Lend an ear - You can change the size of your ears at will for 24 hours.
20 Like a carrot - Your hair turns bright green, and your skin bright orange for 24 hours
21 Like an eggplant - Your hair turns bright green, and your skin dark purple for 24 hours
22 Flower power - Flowers permanently grow from your head, making it look like you wear a flower crown.
23 Like a stag - You permanently grow a set of antlers.
24 Like a rabbit - Your ears turn into rabbit ears for 24 hours
25 Animal friend - You change into the shape of your favourite animal for 24 hours
26 Rainbow - When you move your arms, rainbows trail behind them for 24 hours
27 Color coded - Every time you sneeze, your clothes change color
28 Where is everyone? - All other adventurers in the party appear invisible to you for the next 10 minutes
29 Spooky - You appear as a skeleton for 1 hour.
30 Southpaw - If you were right handed, you become left handed, and the other way around for the next hour
31 Talk to plants - You can talk to plants for 24 hours
32 Like a wizard - You grow a long grey beard that reaches to your knees
33 Talk to animals - You can talk to animals for 24 hours
34 Ghost Watcher - You can see into the ethereal realm up to 30 ft. for the next 24 hours
35 Contagious happiness - When you smile at someone, they must make a DC 10 Charisma saving throw or be forced to smile for 1 minut
36 Such a charming monster - when you touch a creature, it turns pastel shades of itself for 1 hour. You can use this ability once
37 How did that go again? - You forget how to tie your shoes and have to relearn how to do it.
38 Like a ram - You permanently grow a curved pair of ram horns.
39 The Golden Goose - For the next hour, you feel compelled to eat a hefty meal. At the end of the hour, if you have eaten, you lay an ornate golden egg (don't need to know how, please don't ask) worth 100 gp.
40 Bushy tailed - You grow a fluffy animal tail for one week
41 Half gone - You lose all hair on the right side of your body. It grows back after 24 hours
42 Sparkly - Your skin sparkles faintly for one week
43 Hop hop - For 1 hour you can only move by doing a kangaroo hop.
44 Like a lion - your hair grows long and around your face like a lion's mane for 24 hours
45 Wrong way round - Your body swivels 180° at the waist for 4 hours
46 Like a shark - Your teeth become shark teeth. If you lose a tooth, they grow back within a day.
47 What was it doing up there? - A handful of small glass marbles tumble from your nose
48 Little star - When you laugh, little glowing stars float from your lips up into the air for 24 hours
49 See through - You, your clothes, armor and gear, all become seethrough for 4 hours

50 Like a cat - Your eyes change into cat eyes, you permanently gain darkvision (60 feet).

50/50